GW2: Heart of Thorns Day 1 Impressions

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If we measure success by the sheer number of things that one could do, without doubt, GW2’s Heart of Thorns expansion is an unmitigated success.

One look down the achievements list (sorry Bhagpuss, it’s still here), the collections tab, the new masteries, the legendary precursor sections, the Heart of Thorns zones, the Heart of Thorns story chapters, the new guild initiatives, and oh, there were elite specializations and a new revenant profession, wasn’t there? (haven’t had time to even progress on any of those.)

Not to mention, all things WvW and PvP related that I haven’t even glanced at.

Oh, did we mention Halloween is in full swing in Lion’s Arch, so you -could- also be grinding out limited time festival goodies for shiny skins if so prioritized?

Drooburt up to his old ways in the afterlife.
Drooburt is still up to his old ways in the afterlife.

If we measure success by server stability and lack of game breaking bugs or everybody-can’t-login-or-play crashes, ArenaNet completely blows the competition out of the water on this one.

So far, most of the problems I’ve been hearing about are related to people being impatient and jumping straight into the game once it’s downloaded past the “playable” mark, and then charging headlong into a new zone or a story chapter where the content hasn’t fully downloaded yet – whereupon it either pauses/hangs or unceremoniously crashes the player out.

Duh.

I was patient (albeit in a knuckle gnawing, restlessly listening to others on Teamspeak, “I think I shall go and have some lunch while I wait for the full download” manner) and downloaded to 100% before logging in, and the whole experience for me has been silky smooth and perfect.

The servers are holding up in a remarkably rock solid manner, considering that my online friends list that usually is about half a page of people online stretched out to about 2.5-3 pages of people all online and checking out the shiny.

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Impressions?

The jungle feels a lot better than I thought it would be.

One thing that’s definitely helping is the music. I turned it back up from silent to appreciate the new scores and wow, the one on the character loading screen has to be heard to be believed.

Everything has a new coat of HoT shiny. The launcher now features a green tinted charr (Rytlock?); the character selection screen looks super-dramatic and shows off more helpful information, including which crafting professions are on which character.

The new HoT zones feel better when they’re all interconnected in one giant three-tiered map that goes from treetop canopy to roots, as opposed to one tiny section on reveal during beta. The former feels expansive and freeing, the latter felt small and cramped.

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The fun of a launch zerg – an event turns into an impromptu sniper rifle shooting gallery.

Add on some good accompanying background music, a little mob clutter, some NPCs (though some of them are chattering away at a slightly abnormal cranked up pace) and they become zones that seem worth exploring.

It also seems to me that they may have populated the floor with more jungle plant entities, which helps the atmosphere greatly (though I have no idea if this is an issue for older, slightly less updated computers now. The ‘perils’ of enjoying a new-ish rig.)

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I need to find the time to figure out what this says… It appears to be some wreckage from the Pact fleet.

The story feels promising.

I just passed chapter 7 – Personal Possessions (which made me rage quite a bit, I’ll tell you, frickin’ latency and zephyrite-ish jumping puzzles = most of the drama and pacing taken out by multiple fall/deaths to the point where one was running as essentially naked charr), which properly segues us into the next zone past Verdant Brink, Auric Basin.

Given that there are two more zones past Auric Basin, and that I’ve only uncovered about three-quarters of the Verdant Brink map and definitely not touched a great many events and mastery points and adventures in VB itself, there appears to be a sizeable chunk of content on offer.

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I’m trying to avoid major spoilers, but I suppose by now, most people do know there’s a city of gold somewhere in the jungle with some strange things called the Exalted. (End of minor spoiler.)

It’s the chapter before that lets us meet some old friends and has significant plot movement.

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It’s amazing how many people have rushed past the story and into just wandering about the new zones though.

I would have really appreciated some alone time playing through all the story chapters, but I knew one of my guilds was looking to claim a guild hall ASAP, so most of yesterday was spent with Teamspeak voices in the background, doing my best to power through some masteries while waiting for the expedition so that I wouldn’t miss the essentially one-off event.

Turns out that one was still lacking an Exalted mastery to get past a gate, but fortunately, there are mesmers to help guildies skip through that part, and I managed to zone into the instance.

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Wasn’t too bad. It definitely needed some communication and cooperation, along the lines of “split up your zerg, you morons.”

Whatever messaging system the devs were using for cues and instructions -needs- to be used and repeated in future zone events and even raids, imo. The pop up message was concise and offered feedback of the direct “shove it down your throat” kind – you failed this, this consequence now happens. Try doing X instead.

Given the mess of 40+ players running around, whose first impulse tends to be “follow the other yellow dots and commander tag,” the direct messaging was very helpful.

It took a bit of turning like an oil tanker (and one failure phase, but not failed in its entirety) for the group to learn and figure out what it had to do, but it was done in the end.

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Oh, speaking of other guild changes, the yellow dots are an interesting touch.

Some people don’t like it, but I’m fairly neutral about it. I kind of like that it makes me feel a bit more interconnected with the other people in the guild, in that I can see their names repeated in my daily game encounters (leading to a sense of familiarity) and at a glance, you can also see if there are any fun congregations of group activity going on in certain zones.

The multiple guild chat channels, though. FREAKING GODSEND. ABOUT TIME. HOW DID WE PLAY THREE YEARS WITHOUT THIS.

That one change makes my chat window suddenly worth looking at and reading, rather than mostly ignoring.

Makes the whole place feel a lot more lively and social now.

(And I don’t even talk much. Just listen to the chatty ones mostly.)

My one criticism of the Heart of Thorns expansion?

The 6 new stats sets being introduced.

Apparently, even though we are not having any increase in item gear rarity ever (so sayeth Colin), someone has figured out a clever little workaround and decided that they can get away with putting two primary stats and two secondary stats on new gear, as opposed to the one primary and two secondaries of old.

Um, are we power-creeping a little here? Did we just obsolete the desirability of things like Berserker or Sinister because now everyone should want one of the newer stat combinations for that secondary stat bonus now?

Not sure. I haven’t looked at the actual numbers to compare yet, but I’m sure someone will be doing those calculations sooner rather than later.

And then we shall see if there was any attempt at equivalency or just an outright “this gear is better, by X%”.

In the meantime, there are masteries and lots of candy corn to chase.

And I suppose I should make that revenant some day. (I’m in not that much hurry, I don’t think the asura name I have in mind will be grabbed any time soon.)

A Guild Odyssey – Part 1 (NBI Talkback Challenge)

“Only those whose lives are brief can believe that love, is eternal. [pause] You should embrace that remarkable illusion.”

– Lorien, Babylon 5

I’ve gone through a lot of guilds.

Not, thankfully, because of drama, but simply because I’ve played many games and keep trying to find that mythical guild that is just right for me.

My first experience with guilds was in my old MUD, Realms of Despair.

Guilds were in-built institutions in the game, divided up by character classes. The idea seemed to be to form collections of likeminded people playing the same class that could share advice. In practice, social culture had a strong effect on who joined which guild and likeminded people hung together while developing whole stables of alts for max level mob “raids” instead.

For myself, as a newbie, I barely understood all this and merely took the route of trying to get into -any- guild as any of my characters hit the max level of 50.

I joined the Guild of Vampires, only to find them rather quiet and stand-off-ish.

So I joined the Guild of Warriors on another alt, and found them friendly enough, if serious and rather oldschool old-guard, preferring to lament lost glory days (yes, this was happening 16 years ago – the more things change…) than actively run anything or teach much to newbies (one actually wondered if they had the knowledge I was seeking at the time.)

Like a wandering Goldilocks, my third try finally hit a guild that was neither too hot or cold. The Guild of Clerics was a group of cheerful and quirky people, bolstered by a very friendly second-in-command (who later went on to become guild leader) that naturally made connections with people.

As a young newbie, enthusiastically participating in any contests she set up, I ended up learning a heap about the MUD (in those days, trivia contests were game-related and involved retrieving items from all over the world, identifying zones and rooms via descriptions, etc.) and becoming a favorite / recognizable name at the same time.

By additional stroke of fortune, she happened to be in-game married to one of THE premiere MUD players of that time. You know, the powergamer sort. The kind that naturally finds the optimal path, runs armies of multiple alts (legal in those days) and knows every darned thing there is to know.

My frickin’ idol. Someone who I aspired to become.

I didn’t really keep either admiration or aspiration secret, but tried to hang out as much as possible with them – since she was nice, while he may or may not have had time for me but tolerated my presence due to her – vacuuming up every scrap of knowledge that was dropped my way.

Eventually, as I started coming into my own, I ended up in-game adopted as their kid (which was cool) and used that connection to join the MUD organization they also belonged to – an Order.

Orders were what we would probably recognize as guilds now. A somewhat more elite affair, with a higher entry barrier in the case of the serious ‘raiding’ orders, while a few others were known to be more social or dedicated to roleplaying.

The Order I joined had an interesting history. It was a new up-and-comer, broken off from an old Order via a mass exodus after some political disagreement or other. In those days, every single organization was hard-coded by an immortal, so forming a new one was not something any Tom, Dick or Harry could do – it was an Event. It was News.

I missed most of the delicious gossip at the time, being all newbie and unconnected, but did join as part of their second or third intake to form the ‘next generation,’ so to speak.

And boy, were we elite. Did we have something to prove. It was a powergamer Explorer and Achiever paradise.

Nearly every person recruited was someone who had ‘shown serious promise or potential’ as a ‘raider’ in the Guilds we had connections to. Clerics was one of them, Druids was another, plus some others like Warriors or Mages.

We ended up naturally skimming the cream of the crop, like calling to like, assembling a medley of hardcore players who had tons of playtime, heaps of MUD mastery and the willingness to lead, follow, and organize exploration and raiding parties to the most inaccessible places to take down the most notorious multi-person mobs.

Some of my best memories of the MUD stem from those days, when our Order managed to discover the way to one of the most desirable ‘raid’ mobs AND keep it a secret only within our group. The way was kept so secret that for a while, my powergaming ‘dad’ was one of maybe two people who would map the way to the mob, the rest of us kept outside and away.

Being insatiably curious, I would keep peeking into the rooms he was in with a ‘scry’ spell while being honest and not moving a muscle from the room we were supposed to stay in, trying to cudgel my brain and figure out HOW he was doing it while being oh-so-close-and-oh-so-far-away from finding out. After the raid was over, I’d try out whatever theories I’d come up with, taking advantage of my characters being parked a couple of rooms away.

It took quite a while, weeks to months, and the secret had already leaked out somewhat (probably via social engineering, which I would not have stooped to) but I did eventually become one of the five to eight people who could map their way to this mob.

In the meantime, our Order had quite a number of uninterrupted weeks where we would regularly down the mob, holding a monopoly on all the loot that dropped from it. We had a lovely social time where the 8-10 people needed to take it down would camp out one room away and wait for the mob to respawn and engage in that weird waiting activity of chatting and being semi-AFK until the next fight.

At that time, all was right with the world. (Nevermind the angry naysayers who weren’t part of our Order and thus subject to our monopoly.)

We were kings. At the top of the world.

We would have been happy to freeze those glorious moments and have it last forever.

They never do.

Six months to a year in, one or two other Orders began managing to organize their own runs at the mob. More sporadically, and one of them was even more secretive than we, so things were still good, and nothing was common knowledge as yet.

Then more upstarts arrived. A group of players who weren’t happy with joining any of the existing Orders and formed an Order-less clique of their own was being led by a player who was pretty much as on top of his powergame as we were. (He turned into one of my rivals in competitions, actually. One of the few who could actually compete at my pace, and then started kicking my ass now and then.)

They cracked the code. They violated the prior sanctity of our personal raid mob monopoly and brought in… public nobodies! No affliations, just… people who were friends with them. They even tried their hand at persuading the MUD coders to make them a new Order (which was indeed created for a while, but short-lived in the long run.)

The next half-year turned into a sort of rivalry year. The two or three groups who could fight elite mobs were in bitter competition with each other. Plenty of hate, lots of drama. Us vs them.

But this too would pass.

Everquest launched.

Holy hell, a MUD with GRAPHICS. Who wants to read WORDS?

A good part of the playerbase took off for the new shiny. MMOs were in. MUDs were history,

All of our Guilds, our Orders, our organizations lost members. They simply stopped logging-in, leaving more and more bereft and bitter MUD stalwarts to restlessly complain about the snail’s pace at which the MUD was changing (being run by unpaid volunteers means development time simply doesn’t match up to a commercial company.)

When they did log in, it was to sell the fun they were having over there to their friends. Further attrition.

People who logged in for their friends and social fun came in to look around, but the place wasn’t the same anymore. All the people they knew weren’t there any longer. Logged right back out again and found something else to do.

The MUD communities in-game dwindled and grew ever more insular and protective of their preferred playstyle.

I went into a jaded funk that lasted a good four years. My self-image was threatened on all sides. I was no longer a winner – all these young upstarts were trouncing me, some with better reflexes and memory, some with the cyborg help of more sophisticated MUD database knowledge and mapping programs.

There was really nothing to fight for – nearly all my friends were gone, the MUD was in a development rut and ceased to improve or change despite vocal player efforts to volunteer time and creative manpower (enmeshed in a hierarchical bureaucracy, most of the immortal administrators were glorified button-pushing name-verifiers, highly reluctant to give players access to “secrets” like how to build areas for fear that this would somehow destroy either immersion or their perceived power – even if the codebase was freely downloadable and had already been scoured by powergamers for the most advantage,)

I was trapped by inertia and the fear of loss (of all my characters and “hard-earned” loot) even as my self-esteem was crumbling day by day.

I logged in out of habit and nothing more.

Eventually, I hit upon a distancing strategy in between bitter ranting to anyone who still remained and cared to listen on the MUD (which had converted into a chatroom for me.)

I had staunchly refused to try the newfangled MMOs like Everquest and World of Warcraft (now there was an even greater playerbase hit) because I had already been burned once. Sic transit gloria mundi. It didn’t last. One couldn’t win forever. One look, and I knew it was going to be the same elitist raiding game I’d already experienced with the MUD. Been there, done that, been hurt.

But I told my Achiever self, who had been running rampant for a long time, to go sit in the corner for a while and let the poor battered-down Explorer out of the basement it had been locked in. Before social pressure made me conform to what was expected of a “good player” in the MUD, I was a wide-eyed discoverer picking up anything not nailed down and looking under everything.

I’d explored this MUD to death. But there were -other- MUDs in the wide ocean – also beginning to suffer death knells from the influx of MMOs, but still lingering on.

I began MUD-hopping. Sampling any random MUD that caught my eye, and enjoying the process of comparing various game systems to another. How this one place addressed the same problem versus another.

This was naturally a guildless time. Nomads don’t need to form many connections.

The distance helped.

In 2004, after reading one too many reviews about a superhero MMO that had no loot but lots of fun and promise, I decided it was time for me to stop being a dinosaur and take the leap into graphical MMOs. The lack of a raid endgame made me hopeful.

One month later, after experiencing CoH’s forum and in-game community, I took a final symbolic step to cut the burdensome ties to the MUD that had trapped me past enjoying the game.

I traded off my most valued and treasured piece of loot, an heirloom that had been passed down from player to player, for a whole bunch of high-level currency (equipment sets from a high-level mob).

This was promptly fed into a lottery NPC as the last thing I had wanted to do in the MUD but could never bring myself to do (treat all that loot as disposable).

With the usual irony of RNG, I won the jackpot prize.

I gave it away to the first name that caught my eye – a casual player, someone who didn’t run in my same circles, but who had been one of the initial inspirations on my hardcore journey and who had quit and come back to the game. What they did with it was their business.

I wasn’t going to be trapped by bytes any longer – the illusion that these tiny numbers in a database had some kind of value that I had to keep logging in to maintain and prevent from deletion into nothingness.

I wasn’t going to leash any of my guilded friends down with it (which might have led to some initial disappointment at not receiving any stuff, but well, I was proving a point.)

I stripped naked one character, which I kept only to maintain social connections to the Order that had given me good memories, and let the rest (hundreds of them) filled with all manner of loot and trivially hoarded items alphabetically arranged into bags labeled A-Z be autodeleted by the unyielding code of the MUD that whacked any not logged-in after a few weeks to three months.

I was free.

I moved on to MMOs.

GW2: There Goes the Neighborhood

Let’s be playfully controversial today.

Breaking news of the last few hours is that two of the core three Aussie guilds that laid big foundations for the Isle of Janthir server, Southern Cross (SC) and The Kelly Gang (TKG) have transferred off the server and moved on to Jade Quarry.

While I’m a little disappointed that a core bit of the server community will no longer be there, and the logical thinker in me understands perfectly, the cynic in me is chortling.

Say whatever pretty things you like about “commitment,” it appears that there are many different types of commitment after all.

There’s commitment to the server and its community (aka server loyalty,) there’s commitment to one’s guild and personal friends (aka guild loyalty) and there’s also, horror of horrors, commitment to having fun (and all the varieties thereof.)

And it turns out, some are prioritized over others.

It is clear that for SC and TKG, that lately, the Isle of Janthir has not been giving them the level of professional hardcore WvW action that these guilds, regular 7 days a week, rain or shine participants, have been seeking. The Oceanic timezone in particular seems to be a morass of casual leaderless zergs pitted against some huge, well-led, tactically minded teams. Uphill fighting against stupidity is always hideously morale draining.

(Personally, I’ve flipped my hours some on the weekends and been playing more in the NA timeslot which seems to have better tactics and use of siege, so yeah…)

And after, we presume, a carefully considered decision, they’ve decided to prioritize the enjoyment of their guild members and their fun by moving on to a decidedly more WvW-focused T1 server, where the fights will no doubt be a lot more exciting and constant and competitive and at the level which they prefer.

I rest my case.

Fun über alles.

Chase the fun, for whatever definitions you find fun, because anything else leads to burnout.

Chortling aside, it makes me start to wonder if this guild moving phenomenon we’re seeing has been considered by the designers when they made WvW.

Are we seeing something that will ultimately be healthy for WvW, in that these periodic guild shifts provide change and novelty to servers who are moving towards stagnancy in their tiers based on ELO rating?

Some people claim they’re getting sick of seeing the same faces in WvW, the same guilds and the same tactics for the past, oh… 2-3 weeks now. More and more, it’s looking like players -don’t- have long term patience after all and a one week matchup is about as long as ArenaNet can push it. The hoped-for two weeks? I suspect a rebellion would be had and 75% of WvW players will turn up in Orr and in dungeons instead.

Guild movements shake those things up, with a little drama spice on the side. Especially if it’s a big guild shifting territory. Titan Alliance and RUIN in particular have sent Henge of Denravi and Eredon Terrace on a freefall towards the bottom rankings, causing a mad jostling of servers as they inherited pieces of TA.

Alas, all the excitement is to be had on the corpses of two servers.

Personally, if something that drastic happened to IoJ, I would transfer out too. (My own criteria is a crowded server, enough to PUG dungeons with at the timezones I play, enough to accomplish DEs in Orr, and to a lesser extent, enough WvW action going on.)

Or is it unhealthy, in the sense that these multi-game-spanning guilds are more focused on their own communities and less about fostering -server- communities?

One of the constant complaints from players of oldschool MMOs is that these newfangled MMOs simply don’t feel like home anymore, no one recognizes each other, there’s no familiarity and certainly, no such thing as server loyalty.

For a while there, I harbored a little idealistic hope that perhaps we would see something different in Guild Wars 2, that as more level 80s migrated to the WvW endgame, trust and respect would be engendered and there would be more server togetherness.

More and more, it’s looking like this optimism is getting brutally shot in the face. For one thing, WvW is not the only endgame. It does look like a hefty helping of PvE players would never be caught dead (or alive) in a PvP zone, as sanitized and un-trash-talky as WvW is. When I take some time out to farm stuff in Orr, I see a whole bunch of new different faces that I’ve never seen in WvW before.

Trust, respect and server togetherness? Hahaha. Since the week of IoJ’s tier 1 foray, where I think a shit ton of people pushed themselves over and above the limits of human endurance and monetary expenditure, the WvW maps have gotten somewhat worse in terms of armchair commanders, less communication and scouting calls, and an increase in tactical bickering that has led to a minor server implosion. I suspect SC and TKG are not the only guilds to move out, I haven’t seen certain other tags lately either.

I’m only relieved that it’s so far, been a minor implosion. Other servers have had it worse in terms of how much drama surrounded their “tactical disagreements.”

It’s looking more like what’s happening is that there is a WvW community forming, rather than separate server communities. Like professional athletes, some of the more hardcore WvW guilds look to be cycling from team to team, wearing whatever colors suit them at the moment, pitting themselves against the challenges they prefer. Screw the server, they’re all just pretty names, ultimately it’s the guild tags they wanna fight.

And I do have to wonder what this means in the long term for WvW.

PvP is an inherently competitive dog-eat-dog format. What we often see in FFA open world PvP scenarios is a few large guilds clambering on top of everyone else, destroying the will of the majority to even enter the fight. The sheep wander off somewhere else to have fun. The wolves run out of sheep and start preying on each other. And then even the weakest wolves quit and the remaining few look up and start whining that there’s no one left to beat on. Cue the end of that short-lived open world PvP MMO.

WvW is obviously not as bad or as accelerated a death spiral as that. But word is that even the biggest servers are finding WvW participation dropping off, that the outmanned buff has been seen at various timezones and the queues are shortening (except on reset days and weekends.)

Do we read into these guild movements a sign of server consolidation, a circling of the wagons, PvPers seeking out their own kind, a hope that they can achieve the holy grail of three servers fighting 24/7 indefinitely (perhaps six servers was too optimistic, given the forces of entropy acting on a three-month old MMO?)

It’s really hard to say, because a month ago, a lot more guilds dispersed out the other direction to attempt to fill 5-6 servers.

But I really wonder, in the long term, if we’ll see these guilds closing ranks again as attrition takes its toll.

What’s the cause of the attrition? I’m not sure. It could be a combination of many factors. People get tired of the MMO and stop playing, period. Tons of new games to hold their attention with. Or people getting tired of the lack of, ahem, external reward in WvW. PvPers live for the battle, but there isn’t enough of them to fill all the maps, and I suspect PvE folks are discovering that other GW2 activities are a lot more profitable in terms of virtual monetary gain.

I can run a dungeon three times a day and get 75 silver easily in just end-of-dungeon reward, not to mention the spare coins from the items in the chests and the mobs which may drop 5-15 silver.

I put on a magic find suit, and go to town spamming staff 1 in certain Orr DEs – I still hate Plinx, it’s over-farmed, but I’m quite fond of the Gates of Arah and Grenth chains – and it’s like a loot pinata of blues, greens, crafting materials and the occasional yellow. (Only still in the 90-100% magic find range. It might get even better with higher.)

I spent an hour flashing blade teleporting into various air elemental sparks, killing them meditatively to music, and I even met two guys in my timezone to party with, and all three of us popped 4, 3 and 2 charged lodestones respectively. You know how much that goes for on the TP? 2 gold each! (I’m still debating on whether I should be hoarding my measly two in an effort to get 250 for a pretty greatsword skin, or if I should just offload the darned things now.)

If we run the merry go around supply camp karma train in WvW, maaaybe we might get an insanely good karma rate and decent gold return, but frankly, it isn’t tactically sound at all. No, instead, most of the tactically sound options are goldsinks. It’s draining, in every sense of the word.

And I think, increasingly, people are wondering, what’s the point?

If you’re a T2 or T3 server, there’s a common goal. Wheeee, we wanna get to T1!

When you get there, the brutal truth is that you find out it’s just more of the same. More relentlessly paced.

Which really starts to differentiate those who love the art of killing and live for the ganks, while weeding out those who don’t really find it fun.

Not to mention, for some people, there’s also commitment to real life, to balance out commitment to fun and all the other types of commitment mentioned above.

I used to push 8-10 hours easily on weekends just WvWing, probably 12-16 when it was really ‘important’ with time out only for meals and an afternoon nap. Weekdays, maybe 3-5 hours in the night. Fun in the moment, fun while it lasted, but nothing lasts forever, eh? It’s like riding the launch wave because those crowds only come around once.

Some rethinking of my priorities later, it seems more personally healthy to me to only commit say, 1-3 hours as and when I feel like it, because obligations lead to burnout.

Surely, I’m not the only one.

And slowly, but surely, the WvW population might begin to shrink.

Let us also expect a dramatic crash next week, as the new and novel PvE content rolls out. Depending on how interesting and rewarding and repeatable the upcoming Lost Shores dungeon content is, I wonder how long it might take WvW to recover, and whether it will ever be the same again.

GW2: Morale and The Psychology of Losing

This Sunday, the strongest stand out memories are the two hour breaks of -not- playing Guild Wars 2, in order to get away from the hidden dangers of WvW to a newbie dipping one’s toes into a competitive format. 🙂

You see, I started getting an inkling something was wrong when I developed a headache. An honest to goodness -real- headache from playing a computer game.

The last 12 hours or so have been pretty bad. No doubt, some of this is due to sleep deprivation as I’ve been up at weird hours looking in on this week’s match, catching both NA and Oceanics in action. (I do crazy shit like this from time to time.)

I had an incredible morale high this morning (NA night time) as combined arms and lots of siege broke open a keep, along with an incredible continuous reinforcement rush (died three times easily) to hold one successfully even as a horde was knocking on the keep lord.

Then plunged to an abyssal low during the afternoon and night (NA wee morning hours and Sunday morning) as it grew obvious that the bulk of whoever was on during this time was not organized, failed to grasp strategy or spend siege to take or defend places, and worse of all, did not pay attention to the team/map chat.

A trebuchet knocked down a tower’s wall. Around 30-40 were outside zerging the place. 10-15 defenders. Guesses on how many people looked up from AoEing what was in front of them, read the chat, went left and into the tower. You are correct if you surmised less than the number of fingers on one hand. After dying horribly inside, I looked about at the 4-5 corpses inside and sighed.

A keep was lost when no one communicated clearly until it was nigh unto too late to do anything, and the frantic panicked screaming of “THEIR INSIDE KEEP” “INNER GATE” failed to move the said zerg that were still obsessed with failing to take above tower.

Yet another keep was lost as a significant bulk of people failed to read the chat and come to the rescue of those fighting off invaders at the keep lord, preferring instead to continue zerg duking it out on the bridge on the courtyard between outer and inner keep walls, failing to realize that they would be wiped out the moment the keep changed hands, with the walls locking in place around them and the happy victors emerging to scour the grounds.

Stuff like that does terrible things to one’s morale.

I’m only human, alas.

And yes, it gets frustrating and aggravating when things happen beyond your control, and despite your best efforts, the situation still seems helplessly uncontrollable and doomed to fail.

After quickly withdrawing to variously take a nap, go for a swim, have some tea, plan the next blog post (and reading up on the functions of morale in combat, the psychology of losing and how sportsmen and competitive gamers handle defeat well, badly or otherwise) and hovering between attempting to calm down and gritting one’s teeth from the pain of the headache, it was rather obvious that the tension and stress and pent up frustration were getting to me.

I especially have a personal problem with this since if you recall, I straddle two divides:

1) The primarily PvE player dipping toes into PvP and/or competitive formats

PvE players are used to having easy fun. That is, we want to win 85-100% of the time, as long as we play passably well.

Logically, this does not and cannot happen in PvP. There is always a winner and a loser to a match.

In a balanced game, that means even the best will be winning 50% of the time at most, as they eventually get matched against people just as good.

The slightest misbalance due to the other guy’s skill and strategy, your personal lack of it or emotional composure or circumstances otherwise beyond your control, and guess what, you’ll be losing a majority of the time, rather than just 50%.

Hell, in WvW format, there are always two losers to one winner, if you want to look at it in that light. So as some guy in a forums mentioned, 2/3 of the people are “losing” at any point in time.

2) Having a tendency to be obsessively hardcore and fixate upon success / winning / a goal

Normal (casual playing) people don’t frequent game forums twice a day or more, don’t write blogs dissecting games, and spend their time alternatively brooding on the moment-to-moment point scoring in a week-long match and reading up obsessively on potential strategies and ways to improve one’s play.

Nor do they sit around looking and reading up all manner of articles on a particular topic of interest wondering how other people deal with the problem they are having.

It’s just a small subset of the population that is blessed/plagued with such a personality, and I happen to be one of those individuals.

Been there, done that, don’t like how it made me.

I don’t want to be constantly tense and angry, I don’t want to blow up on people or insult or abuse them, I don’t want all my self-worth to be predicated on being number 1 and being so scared and ego-driven to maintain it.

Worse, taken to an extreme, we get folks who even go past the controversial edge of Sirlin’s Play to Win philosophy and start cheating, hacking and exploiting for the sake of a) a number on a scoreboard or b) to make other people angry (their new ‘win’ condition.)

That’s a definitive line for me. Much to my misfortune, I have too much bloody integrity to ever consider doing shit like that.

Besides, I already get in enough trouble emotionally and physically (I’m getting too old for sleep deprivation and alarm-clock gaming, dammit) before I go past that line.

When looked at objectively in this fashion, it becomes clear that if we want to continue playing around with PvP and competitive formats, we need to get used to “losing” and get out of the mindset of playing to win being all important.

This is not a new concept. It’s as old as competition and sports.

Just idly flipping through stuff people have written, I’ve found such disparate things as a discussion thread about losing Starcraft 2 matches and how different players deal with the blow to one’s morale, an advice article on a wiki about Starcraft 2 anxiety playing ladder games that run the risk of doing horrible things to one’s ranking with a loss (or so I gather, I don’t own SC2 yet,) a Warhammer article about the impact of losing on player morale and how it impacts one’s judgement and decision-making while tabletop gaming, and even a general sports article on emotional mastery and how various athletes may react in a competition.

I’m especially amused by the last one, because it gives one of those cheesy classifications that group people into different styles. He differentiates between the seether, the rager, the brooder and the Zen Master.

Watch any sports competition and there’s a pretty hefty grain of truth in the simplistic classification. Everyone can tell the explosive ragers, who wear their frustration on their sleeves, have little self-control and will no doubt be voted ‘most likely to break their wrists punching a wall.’ The seethers also steadily become obvious if the match doesn’t go their way, and you can see them gradually lose it and their play deteriorating.

I identify most strongly with a brooder, alas. My impulse is to think bad thoughts, look upon a situation helplessly and then become avoidant and sneak off without a word or quit silently, because it’s just as pointless to scream and yell at idiots or the just plain ignorant.

The Zen Master, naturally, is the ideal goal to strive toward. Being unaffected by emotions, being focused and playing consistently, win or lose.

I’m thinking I need to make something like that my new goal, rather than obsess about winning or the scoreboard. I believe competition has some very important life lessons to teach – about teamwork, about handling loss, about self-improvement, maturity and so on.

And Guild Wars 2 is a nice format to do it in, because of the whole server togetherness thing. By design, it doesn’t make you feel alone (as one would be if playing a 1 vs 1 competition match) or in a completely hostile world with anyone ready to backstab you at any time (see other open world PvP formats.)

It straddles the line of organized groups being decisively more effective, which is a little personally disappointing to me as I’m reluctant to invest that sort of commitment, but I’ll respect that others really enjoy that playstyle, and it’s beautiful to watch in action.

And I really like that the design encourages organized guilds to pay attention to the lonely souls like me – any warm body can be a help at times.

And while we sometimes cannot expect much of a pug zerg and want to chew nails in frustration trying to herd cats and teach people who don’t even seem to read chat or understand English, let alone talk back and communicate, successfully respecting and teaching/training the average pug to become an effective militia seems to have been one of the factors why Henge of Denravi is in the top position it is.

It’s just going to take time, a lot of patience and kindness and teaching towards both the self and others.

From a calmer, objective perspective though, I find it both alternatively great and fascinating that WvWvW is capable of replicating such ‘combat’ situations in miniature.

I’ve always found that MMOs are a great way to learn about real life in microcosm. In 4-5 years of playing an MMO, you can learn a lot of life lessons that would normally take folks 40 years to work through in real time.

Any student of war and history knows the importance of morale to overall success in an engagement. In this monograph by a Major Cox from the School of Advanced Military Studies, he states:

Morale and unit cohesion are a reality of warfare. They are as much a factor of war as wounds and death. The commander that fails to recognize the importance of these factors is the commander who will fail in combat.

These two components of war are segments of the undeniably human influence in warfare. This human influence is the element of warfare that is unpredictable and as Michael Howard states, contributes to the ‘fog of war.’

Anyone who has been within various kinds of WvW zergs can no doubt recognize the truth within those words. Some groups are full of confidence and plow right on through any opposition. (See any successful orb running zerg for a good example, folks tend to throw themselves at the enemy in order to protect the orb runner, and conversely, people hellbent on destroying the orb runner may also fling themselves into certain death without worrying about the cost.)  Some are hesitant and full of individuals bent on self-preservation, rather than the achievement of a goal, and quickly break apart in all directions, fleeing with shattered morale in the face of more confident seeming opposition.

The real question, of course, is how to make the latter group more like the former.

A lot seems to hinge on good leadership. Sun Tzu’s Art of War is always a fun read, as he talks about the importance of always having a strategic plan of attack and all warfare being based on a deception. It’s painfully obvious that Isle of Janthir is still lacking such a focus at times as the point score gets run away with, now and then, but well, since I’m not prepared to sacrifice my time or life to be commander-ing anything, I will shut up armchair general-ing and just wait patiently for such leaders to emerge.

(We have some, we’re not completely bereft, but apparently the more definitely hardcore servers are arranging crazy shit like scheduling commanders at all hours of a day. That may be a bit too crazy for IoJ to ever contemplate, in which case, we will have to settle with being where we are and come to accept that we choose to balance our WvW game time with other things of import.)

But morale is also contingent on good communication and the teamwork/trust bond between individuals until they feel like part of something greater than themselves.

In this, I think every individual has a part they can play if they so choose. We can practice reporting sightings of enemy servers by how many there are (roughly), which server and what location. We can learn the locations that are being referenced. We can learn the maps, all the nooks and crannies. We can work on improving our play, our gear/stats/skills/traits.

And we can teach. Or just talk out loud and mention obvious things like “remember to take supply” even though we sound like a broken record, because it may not be obvious at all to someone just joining WvW for the first time. Given the number of casual players playing GW2 and just hitting the mid and high levels that may make them feel brave enough to step into WvW, they may still be figuring things out.

It’s not easy, certainly. I don’t really like to say anything aloud if there’s no plan. Take supply for what, if we’re not going to siege anywhere? And there’s the fear of rejection aka wild n00b l33tspeak attack frenzy, but maybe others feel less inhibited.

I do tells and whispers fine though. Perhaps I can work on that.

I sent a tell once to a random person who was looking for the entrance to the jumping puzzle, he had trouble finding it and I took him there. He was grateful and it made me feel warm and fuzzy. Then I sent a tell offering to sight for another person who seemed to having trouble aiming a treb and it was like speaking into a black hole. A simple “no” would have sufficed, but maybe the person didn’t even know how to reply. *sighs*

I also sent a tell to a guy operating a ballista who was blowing up trebs that I couldn’t seem to target for the life of me, and asked how the heck he was doing it. He was nice enough to tell me to click the bottom of the treb to target it, and while it still seemed ridiculously far and impossible to target (were my graphics settings the problem?), I’ll be working on improving that part of my game the next time. So this stuff goes both ways.

We have to eventually create an atmosphere where it’s okay to talk to each other and ask stupid questions and teach each other. It’s really hard when we’re working uphill against the solo in an MMO – WoW Barrens chat abuse impulse, but if we don’t work on it, then it will be no one’s fault but ours that we’re standing alone. Time will tell, I guess.

If there’s a good lesson to be learnt from WvW and PvP, it’s how to be patient, persistent and pick oneself up when one falls down. Keep trying. Keep fighting the good fight.

(And no, that does not mean look straight ahead and target nearest enemy. You get flanked that way. Please pick up some situational awareness. Please…)

I’m referring to a social fight, an organization fight, a strategic fight, a community fight.